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The Back-Burner Blockbuster
Wright attended high school in Louisiana. Soon after, he set off to college. But formal education never quite agreed with Wright. Over the next five years, he attended three different colleges but never did graduate. At college he studied everything from architecture to mechanical engineering to aviation. He even earned his pilot's license in his spare time. It seemed a diploma was never quite the point. In many ways, Wright was the human Johnny-5 from the movie Short Circuit. He just needed more input; more knowledge to help him uncover how the world really worked.
The idea for the dollhouse game partially stemmed from the Berkeley-Oakland fire of 1991, in which Wright's home was destroyed along with more than 3,800 others. As Wright and his family went about putting back together their life after the fire, he began to observe the way in which he reacquired items for their new home: First came the refrigerator, then the stove, and so on. In the dollhouse game, you'd do something similar: Design a dollhouse and then slowly acquire objects to put inside of it. By 1993, a prototype of Home Tactics was ready. Wright had the game running on a Macintosh computer and pitched the project to the Maxis executives during a focus group. That day, four different game ideas were on the table. Wright's dollhouse game was the only one that met with universal rejection. Almost overnight, Home Tactics was shifted to the back burner, with one lone programmer working on it in his spare time.
But the tide turned in 1997 when industry stalwart Electronic Arts bought Maxis. To EA, Wright was the creative genius behind SimCity. The executive team knew Wright's ideas were at least worth exploring. (After all, SimCity was a game that most publishers had initially rejected.) "EA basically came to me and said, 'We're going to roll the dice on you and give you all the resources you want for Home Tactics,'" remembers Wright. That was a dice roll that cleaned house. In January 2000, The Sims came out with little advance word or buzz. Since then, the game has broken all sales records because of its approachable subject matter and its ability to unleash a player's creativity.
Within a year, The Sims became Wright's biggest hit. Moreover, the game spawned an entire online community of players who created unique in-game objects and character skins. "It was very inspirational to me to see all the creativity online," says Wright. So when he was considering what to do next, the success of the online fan community gave him an idea: Why not take The Sims online?
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